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Re: Walking the path from Initiate -> Padawan : A Survival Guide
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Shadowtalker
Jedi
Posts: 1109
Registered: 07-01-2003


Shadowtalker
PA: Imperial Army
Server: Chilastra

Reply 61 of 86

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Bump for newbie jedi. 

 

Oh and I'd like to add you should mention now that PSG's are fixed you should carry some.  Some of the new imperial ones have up to 47% stun resist!

05-06-2004 10:40 AM  

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Re: Walking the path from Initiate -> Padawan : A Survival Guide
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Mapai
Blue Glowie
Posts: 7495
Registered: 08-28-2003


Mapai
PA: LXB
Server: Intrepid

Reply 62 of 86

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/bump

Intrepid- Mapai FS Bounty Hunter
Intrepid- Catio Swordsman/Doctor
Eclipse- Mapai Master Smuggler/Pistoleer/TKA
Eclipse- Eihou Master Swordsman/Fencer/Brawler
Intrepid- Ataut Dark Jedi Knight
Loot Vendor 453, -4812 Tal Valor, Naboo
SYNISTER YET NOBLE
05-06-2004 02:29 PM  

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Re: Walking the path from Initiate -> Padawan : A Survival Guide
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ezrale
SWG Petty Officer
Posts: 620
Registered: 01-31-2004


ezrale
PA: DoR
Server: Eclipse

Reply 63 of 86

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still not stickied?

Master 32 professions
Dark Jedi Knight
05-16-2004 05:23 AM  

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Re: Walking the path from Initiate -> Padawan : A Survival Guide
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MMRadiation
SWG Second Lieutenant
Posts: 410
Registered: 09-10-2003


MMRadiation

Reply 64 of 86

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This is a great post...thanks
05-16-2004 02:51 PM  

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Re: Walking the path from Initiate -> Padawan : A Survival Guide
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-Hextorr-
SWG Chief Petty Officer
Posts: 161
Registered: 09-05-2003



PA: Professionals
Server: Bloodfin

Reply 65 of 86

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Excelent guide, and many good follow up replies - i'm bookmarking this for when i finaly unlock my jedi to come back and re-read it


Sticky this already someone

----------------------------------------

* Hextorr (Bloodfin) - Fencer / Rifleman / TKA / Medic
Unlocked 26 May 2004 - #30 Tailor (with Merchant at 4434, didn't do chef)
* XXXXXX (Bloodfin) - Jedi Initiate 4121
* Olhudo (Shadowfire) - Artisan
----------------------------------------
05-17-2004 01:59 AM  

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Re: Walking the path from Initiate -> Padawan : A Survival Guide
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TranSabal
SWG Chief Petty Officer
Posts: 351
Registered: 12-20-2003


TranSabal

Reply 66 of 86

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ezrale wrote:
still not stickied?



Yeah, this should always be up top.  It was an absolute help when I first unlocked.
05-19-2004 08:40 AM  

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Re: Walking the path from Initiate -> Padawan : A Survival Guide
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Discount
Wing Commander
Posts: 1888
Registered: 11-13-2003


Discount
PA: TDV
Server: FarStar

Reply 67 of 86

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Tremendous effort D3st0r

thanks

Farstar
Colonel Solitude

Sylvan the Nutter
"Of all the things I've lost, I miss my mind the most." - Rifleman's motto
05-19-2004 08:53 AM  

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Re: Walking the path from Initiate -> Padawan : A Survival Guide
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pdaitch
SWG Chief Petty Officer
Posts: 81
Registered: 09-14-2003


pdaitch
PA: The Older Gamers
Server: Valcyn

Reply 68 of 86

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Great guide D3stor.

Referred to it a few times during my Padawan grind and of course your help in game

Raest Vore TOG Master Rifleman/Teras Kasi Master Dark Jedi Apprentice
05-20-2004 04:37 AM  

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Re: Walking the path from Initiate -> Padawan : A Survival Guide
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Eshka
SWG Chief Petty Officer
Posts: 130
Registered: 04-03-2004


Eshka

Reply 69 of 86

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I love the guide!  Being a new jedi initiate myself, its invaluable.  I'm just pouting that I'll have to get pearls instead of crystals.  I'm not made of money like some *winks*.  My 3rd gen saber with the best crystals I could find is 4.1 spd *mega pouts*  I guess my near TKM will have to go fight some  janta missions to get the money up for those pearls.  I hope their price goes down quickly.

I will say this.  I had two people guess who and what I was the first day I played by three simple facts.

1) I had no badges whatsoever

2) I had no title

3) I was ID'd and I didn't have newbie clothes on

I fixed that situation by getting 5 badges on tatooine so they would think I was someone that had just been playing for a while and had started a new character.  It worked

 

Fighting Fashion Crime... One Thug at a Time.
Eshka Arr'dren ~Tiniest Tailor on Starsider~
Sandstorm City, Tatooine.
05-20-2004 04:53 AM  

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Re: Walking the path from Initiate -> Padawan : A Survival Guide
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DiS0rD3r
Wing Commander
Posts: 777
Registered: 11-13-2003


DiS0rD3r
PA: GoS
Server: Chimaera

Reply 70 of 86

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nice job!!

Ascended - LoStRe
Shaman/Druid - Gimp
05-20-2004 07:35 AM  

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Re: Walking the path from Initiate -> Padawan : A Survival Guide
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Soul-Reaper
SWG Second Lieutenant
Posts: 101
Registered: 10-30-2003


Soul-Reaper

Reply 71 of 86

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Great Post
I would add this people are going to guess you are a jedi by the facts you have not masterd anything but if you get badges get them on a planet you dont hunt or train on.
Example I see a jedi and all his badges are for Dath or Endor I then know he hunts there offten and that is were I would look for him.  So get badges from all planets or at least one you dont hunt on
 

Arigorq--Jedi Knight
(ggggggggggggggggg9WXnn]]nnWX9ggggggggggggggggg)
Sword of the Republic
05-20-2004 09:39 AM  

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Re: Walking the path from Initiate -> Padawan : A Survival Guide
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CountDikula
SWG Lieutenant
Posts: 154
Registered: 09-10-2003


CountDikula
PA: Naval Special Warfare

Reply 72 of 86

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Wonderful guide. I wanted to add a creature list to help also.

Endor:

1. Bolle bols. Any kind of Bolle Bol including the colt are good for the time and effort they take. Worst state effect they can apply is an intimidate which the bolle bol herd leader is capable of applying, but im not sure if the male or females can apply intimidate. Typical state effects they apply are dizzy, blind, and posture change.

2. Borgles. Any kind of Borgle are excellent for the time and effort they take. Worst state effect they can apply is poison mind (life sapping Borgles are capable of this). Typical state effects they apply are blind and poison. Since jedi cannot cure poison until jedi apprentice this may be a undesired target but an excellent alternative for jedi experience as opposed to rancors and nightsisters. Be careful as the life sapping borgles have a ranged attack and will annoy jedi by staying at a 10m range and shoot you.

3. Blood seeker mites. Hands down the best for the time and effort they take. They are capable of inflicting intimidate state, but they typically don't live long enough to do it. Typical state effects they apply are bleed and stun i believe.

4. Gurreck forest stalkers. These are excellent for the time and effort they take. Typical state effects they apply are dizzy, posture change, and a possible (?) blind.

5. Mantigrue night stalkers. These are good for the time and effort they take. Typical state effects they apply are blind. They are ranged and melee capable so they may annoy jedi by staying at a 10m range and shoot you.

6. Lantern birds. These are good for the time and effort they take. Typical state effects they apply are blind and intimidate so be wary of the intimidation.

7. Arachne drones. These are good for the time and effort they take. Be warned though any other arachne are additional effort for a poor jedi experience reward, but only the arachne queen provides a worthy jedi experience reward for the additional effort. Typical state effects are dizzy and poison, which i believe they also posture change sorry for the guesstimation.

8. Merek. Merek death heads are excellent for the time and effort. Typical state effects they apply are poison and strong disease, but they also have a wide variety of varying other state effects, which means any and all state effects are possible, but do not be too concerned as you will kill them before they can apply.
Blood stained merek are good for the time and effort. Typical states they apply are poison and stun. Be warned all other merek are rewarding jedi xp but I advise you to be especially cautious of the Merek Harvester.

9. Robas. Robas are good for the time and effort. Typical state effects they apply are blind and stun

10. Boar wolves. Only the boar wolf cub is worth the time and effort. All other boar wolves are 50% or better on kinetic dmg so you are essentially fighting a 2x 9k ham creature for jedi experience.

11. Blooming Jax. These are great for the time and effort. Typical state effects they apply are blind and i believe an intimidate.

Dathomir

1. Baz nitch. All baz nitch but the angry avenger are wonderful for the time and effort. The angry baz nitch avenger differs only in that it can intimidate, which may dissuade jedi from fighting them. Typical states they apply are blind and dizzy.

2. Malclok. All malclock BUT THE MALCLOK PLAINSWALKER are good for the time and effort. Simply put the malclok plainswalker is 100% kinetic resist. I don't know what the typical state effects they apply are because they die too fast.

3. Reptilian Flyers. These are excellent for the time and effort. Typical state effects they apply are blind and i believe an intimidate.

4. Brackasets. These are good for the time and effort, but be warned the surefoot brackaset is 50% special protect against kinetic. Typical state effects they apply are stun and posture change.

5. Kamuriths. These are near excellent for the time and effort. Typical state effects they apply are poison and disease.

6. Nightsisters. Fight outcasts, rangers, spellweavers, and initiates. *These are a NPC, which may possibly effect your jedi exposure and can result in becoming a mission for bounty hunters. These are near excellent for the time and effort. They are capable of making you bleed although this is a rare occurence.

7. Rancors. These are great for the time and effort. I advise you to fight rancor youths, gnarled rancors, or the "Original Rancor". Typical state effects they apply are dizzy, disease, intimidate, stun, bleed, and knock down. Hunt rancors at your own accord and be warned. Bounty hunters already expect jedi to be near the sarlaac pit and the nightsister battlefield areas.

8. Gaping spiders. These are great for the time and effort. Typical state effects they apply are blind and poison. These are capable of fighting melee and ranged so they may annoy jedi by fighting from a 10m distance.

9. Rhoa kwi. These are great for the time and effort. Typical state effects they apply are blind and intimidate.

10. Craggy Bolma. These are excellent for the time and effort. I do not know what the typical state effects they apply are.

Sorry for the limited hunting information I have only used two planets to earn 1.7 million jedi experience in a few days of hunting. I have started with an all pearl lightsaber and am working at 550 something of 1000 decay for a 4th gen lightsaber so its only been one generation of lightsabers to earn this jedi experience points I feel it has gone effectively I may be wrong.

Frederique'

"if you really want to know PM someone, but dont post this crap here"
-Frogger5687

"Forum rule number 1 ignore the spammer or you will be banned."
-spartan39
05-22-2004 02:42 AM  

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Re: Walking the path from Initiate -> Padawan : A Survival Guide
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pdaitch
SWG Chief Petty Officer
Posts: 81
Registered: 09-14-2003


pdaitch
PA: The Older Gamers
Server: Valcyn

Reply 73 of 86

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Ideally you want to avoid mobs that apply stun/intimidate, this really hurts you damage output (my 1500 dmg pearl saber hits for 300-400 when stunned/intimidated)

Raest Vore TOG Master Rifleman/Teras Kasi Master Dark Jedi Apprentice
05-22-2004 09:59 AM  

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Re: Walking the path from Initiate -> Padawan : A Survival Guide
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KaylBreinhar
Jedi
Posts: 7797
Registered: 10-08-2003


KaylBreinhar
PA: Imperial Coalition of Eclipse: -ICE-
Server: Eclipse

Reply 74 of 86

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I don't know why everyone is so enamoured with Force Throwing lairs.  I find it to be a waste of time, mostly.
 
I mean, it might become LESS of a waste once you hit your first +10 regen, but let's do some math:
 
Even at 4244 (something I'm a few days away from) and 600 total force, I'm still regenerating at around 1 point per second.  (Reminder - write post for FP to regen in blocks of one instead of five).
 
That means to do the requisite "three throws for max xp," that's 15 minutes wasted for 4,000xp.  Not to mention the process of doing it on mission lairs requires riding 300-500m away from the lair to do.  So, grand total, you spend about 20 minutes standing there watching the grass grow to save enough FP to throw at the lair thrice - that means if you do it on three lairs, you've wasted an hour of buffs.  I don't know about the rest of you, but I can polish off two missions in 20 minutes, both of which would net me a grand total of about 15,000xp.  15,000 > 4,000.
 
So for me it's really a question of "do I want to bust my ass for 15,000xp or stand here for 20 minutes enhancing the risk someone will come across me to get 4,000?"
 
IMO, Mind Blast 1 + Force KD is your best bet until you hit Force Lightning or whatnot.

Death doesn't fly a JSF anymore...he flies a Gallente Thorax in EVE Online
05-22-2004 01:39 PM  

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Re: Walking the path from Initiate -> Padawan : A Survival Guide
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FloorPizza
Jedi
Posts: 600
Registered: 11-25-2003


FloorPizza

Reply 75 of 86

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Bump

- I supported keeping & balancing the original combat system You can too


25 down, 0 to go. Unlocked 5/21/04.
Can you imagine how cool the original combat system would've been if they put the same amount of work and effort into it as they did the CU?
05-23-2004 06:08 PM  

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